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ScenarioCommentUser
L'Inferno FascistaKey for the Italians is to have the FT Tankette moving every turn and attacking in stopped BFF. The Italians entered down the woods road towards clearing the east side of the map. They lost a tank after meeting the Republican tanks hiding in the buildings behind the 7 row road. This actually increased the mobility of the platoon. A MMG set up in G1 to lay down a firelane, splitting the board in half. The FT set a house on fire before the Italians could occupy it, so now had to occupy all but one building. Typical ASL crazyiness ensued as the Italians cleared the last building with a 16fp FT attack on the last concealed squad on the last player turn. Guru Bob
Gavin TakeSolo. German victory strategos
The FugitivesPlaying solo with PBS rules. Completly forgot to apply SSR4, which definitly made it easier for the russian to win fefa
From America, Tanks Danno
Fangs of the Tiger (VASL Log) Bongiovanni
Maggot HillExcellent scenario. Extremely bloody. atomic
The Playing Field Rich Weiley
The Outskirts Of ConsthumI doubt you'll see many German victories here. Against two FLs. a mortar, an AA gun, and all kinds of stone building protection, the Germans will have to cross a lot of open ground before they see much protection of their own. If the mist was designed to help protect them it was a flaw, as it serves the Ami purpose much greater. I approached with a mass of singular HS, with a brokie crossing the dangerous V7-I1 road my only casualty. I lost a HS pushing forward on Turn 2 and exposed a dummy stack in the south. Thankfully the mortar continued to be ineffective, while the rest of the Amis rather wisely kept concealment. Turn 3 saw me make what I thought would be a game-ending blunder, when I wasted my kill stack on what proved to be dummies in the middle set of buildings, a mistake I could've probably avoided had I done a little counter counting. But I did get my men to some stone cover at least. But with two columns of open ground in between me and massive Ami firepower it was not looking easy. Americans saw their first casualty when a HS in this area was captured. Rather than foolishly move PB against the Amis and hope for the best, I decided on some low odds prep, which of course amounted to zilch. And so Turn 4 went by in the blink of an eye, with me ending it by advancing some HS into the open and moving up a couple kill stacks. From here on out it would just be a matter of who had better dice, and my opponent's dice were abysmal. Turn 5 saw me bust his crew with one of my big stacks, only to pay the price of seeing 9-1 brained and take 2/3 of the units with him down. But the rest of the turn was all good fortune for me, as he had a couple big cowers and a boxcar FPF with his mortar HS. By the end I was able to sneak off 6VP of units, but only by risking a 1-2 resid shot. I closed out his half of the turn by busting one of his MMG squads, and he was down to only 3 units capable of generating any shots on me. With me as spread out as I was it was just a matter of making him pick his spots and run the others around them, and thus I was able to complete the exit victory. A very lucky win, and there are certainly much better small scenarios out there. buser333
Gavin TakeSolo.
Germans rolled 12 for each MMG on their first attempt to use them on T1, then rolled twice 6 when trying to repair!
In spite of playing the whole scenario without MMGs, the Germans entrenched in the creamery and managed to prevent the Americans from getting anywhere near the bridge.
strategos
Escape to WiltzThe German forces had to chase the American to the board edge. Fortunately the German turn 2 reinforcents set up a solid blockig force around the trees at the exit hexes. On the last German turn a cx squad was able to get in to CC with the open topped armoured car - find an ATTM in his back pack and take the vehicle out.. This left the American just a couple points shy of the needed EVP
Good close game as it came now to the last turn.
slunts
One-Man Wrecking Machine Serge
One-Man Wrecking MachineThe American occupied almost all the exit hexes in their last turn. Therefore it was hopeless for the Germans in their last turn. Despite the ROAR ratio and the seemingly advantageous VC, it's not so easy for the German player. lechiquier94
Hell at Kiernozia jgarlic79@gmail.com
Counterattack at Carentan GeneralFG
Jackboot to the Rear Danno
Savannah Rain Danno
Jackboot to the RearOur game had Heavy Snow which jacked things up and then my Romanians drew two RED Cards and so no OBA. From that point, I knew I was doomed. I struggled as the Romanians as Dan landed his shots and knocked me around to the point that I finally conceded on Turn 5. grumblejones
Savannah RainSuccessful radio contact to the ship in the bay allowed for repeated attacks with the 150 OBA slowed the Italians down, two Tigers were immobilized and one panzer fell to a BZK. The Axis infantry ran out of gas as the Americans held on to more buildings. Fun game that gives some options to both sides, but for an American win you need a couple OBA missions. dmareske
Sheep in Wolf's ClothingOut played by Hugh. The Brits couldn't win a trick though. Nicho11
Foreign LegionsThe Nationalists set-up an up front defense with the Moroccans in the town and a tank on each flank in the woods. The Republicans attacked in the south, but swung around to the middle and north as that way was blocked. The Nationalists channeled their German allies to fall back in a mobile defense, mostly avoiding prep firing each turn. All panzers were gone by around turn 5 and the final two T-26's were brewed up as they entered the village on turn 7 due to street fighting. The Nationalists fell back to form a ring around the church for the final turn. As the final hs entered the lone chink in the ring, back to back 2's were rolled to trigger a HOB roll of 12. The hs became berserk due to no quarter and charged into the church. The penultimate DR of the game occurred when the hs failed it's morale check from the final fire shot from two adjacent squads. The final DR was the sniper direction DR triggered by the last attack, breaking one of the squads adjacent to the church. Also fire lanes made a huge difference on defense, with all of the hindrances/wrecks on the board. Guru Bob
Far From Home Guru Bob
3rd RTR in the RainAs the Brits, I literally couldn't get past hexrow Q the entire game. My opponent played a great defense, and I know I spent too much time trying to break his guys with Prep Fire. Having two of my tanks break down due to failed mechanical reliability DRs was the icing on the cake.

That all being said, I could see playing this one again.
Cuddles McDeath
Rough Recess oybj
Fangs of the TigerFriday Night Fight

Ended as it started, with a crit. In the first turn my russians took out a Tiger with a crit during the germand MPh and Eric took out the last russian tank in his turn 6 AFPh. (VASL Log)
Paul Legg
By Fire and FlameThings went poorly for the Romanians early as Dan's AT Gun knocked out both Marders on Turn 1. His MMG was upfront, and would be captured, but the 9-1 and 4-5-8 would escape and rally. Romanians made slow progress and on Turn 4, I threw in the towel after being rate of fired to death by both the Russian mortar and 45L AT Gun. I'm not a fan of Rate of Fire and when it just goes and goes and goes...it unbalances the game. So, I walked away and the Russians had the win! grumblejones
Vines of Red Marines Danno
Vines of Red MarinesThe Romanians successfully crossed the bridge as the Russians malf'd the first mortar shot. By turn 4 all of the mortars were malf'd and the Romanians were surging into the village. The Romanian mortar cleared the stone building with a CRIT hit. My boys took prisoners until the final turn and then went no quarter and hand to hand in the final CC for the win. grumblejones
Matsumoto's ChargeForward defense prevented Japanese breakthrough. Kydder
By Fire and Flame Danno
Clearing Colleville Eduardordz
Alsatian VerdunAmericans hit heavy from the far south, while Free French approached hard through the SE (supported by all flexible armor). I blasted a MMG HS with my kill stack, and busted another frontline squad with my big mortar. Two small mortars busted. I rooted out a dummy tank, and lost an 8-0 either to aggressive scouting or a sniper hit (I forget). The Free French claimed the northernmost building against minor resistance. More bullets flew on the bottom of the turn, with an AT gun crew eliminated, a 8-0 mortally wounded, and a squad lost. The Americans for their part saw one of the broken mortar HS turned berserk (with a long way to run). Turn 2 saw the Germans get the worse for wear in the casualty exchange again, losing two squads to one HS for the Amis. The Amis seemingly claimed the SW most building, though making sure would be tedious with it being a large rowhouse. Turn 3 saw the Germans bag a flanking Sherman when the other AT gun sprung its trap. This same gun then about faced and blasted to bits a BAZ-toting HS and his commanding 9-1. The Germans lost another 8-0, as well as two more squads. Turn 4 was a disaster for the Germans, losing the net building in line for the Free French to a DC placement, one of the JagdPz to a bounding fire shot, a 548 to a mortar CH, but most importantly their field phone rolled boxcars. It certainly didn't help matters that the Allies started the turn red hot, averaging about 4.15(!) on their first ten shots. They would finish the turn averaging around 6.15 on twenty shots. The next building in line for the Amis was just guarded by dummies, and even the hotly contested 21P7 rowhouse fell. This made five buildings for the Allies and when, on the bottom half of the turn, the Germans lost 3.5 squads, and with no chance to fix their phone they called it a day. Certainly a highly replayable scenario, which we plan to do swapping sides. I liked it. buser333
Aufklärungs Attack jwert02
Stackin' 'Em HighNationalist AFV's: 1 wreck, 3 Immobilized, 1 recall. The infantry barely got a toehold into one hex of the University, but the Republicans were already there in force and were not to be dislodged.. Guru Bob
Only the Beginning jwert02
For the Fatherland jwert02
Daring ParafroggersThe Germans deployed a lot but with their poor ELR, they were unable to withstand any fire against them, failing quite any MC. They tried to react by looking for PF, but not one appeared in the game. I still wondered how the Germans can win that one against stealthy commandos. The game was even over before the AC reinforcements. lt_steiner
Swede RevengeA game unbalanced toward to the Russian, it's very difficult for the finnish to score a win result Lluison
The Wrong ChoiceNeat scenario with lotsa toys. Americans elected to hold the village and pick off as many vehicles as possible. Focused on German infantry early on to get advantage for the village fight. jgarlic79@gmail.com
Red DonMy intuitive sense of how good shots were going to be kept being thrown off by the LV hindrances.

Italians deployed all along the river's edge across the frontage, I picked the left flank as offering slightly better terrain for the attacker. Initial MG prep-fire was ineffective, but other than a fluke KIA the Russians got most of the way across the river on turn 1. Turn 2 a large brown amoeba prep fired and broke half the Italians in front of them on the riverbank, while the MG supports broke the others. Italian left flank started to redeploy in the backfield. The Italian sniper was ultra active and got 3 "1" results against the Russian 9-2 kill stack, with the final one finally wounding him. Thankfully by turn 3 their firepower wasn't as needed and the Russians started scaling the banks of the river. As the Italians were redeploying, some of the excess Russian squads broke for the middle of the board, and by turn 5 the Soviets were threatening both the 18V2 and 18P1 hill masses. End of turn 6 saw an Italian concession as the Russians had 13 VP on the hills with only a few Italian squads left in good order and more Russians pouring on behind.

The Italian FO missed their first radio contact DR and then got broken and then killed by a wound by subsequent Russian prep-fire.
pmartin
Last Hope at New FlowerEthiopians sent the bulk of their force over the south bridge, with only a holding force to threaten the north flank. The Armored trucks raced to the north reinforcement edge for the Italians, where they secured that zone, but had one truck immobilized. The Italians waged a successful delaying action on the south flank until the Ethiopians staged a human wave through the heavy rain, that wiped out all but one stack. Having been flanked, the commander resigned. Guru Bob
SchatzgraberGrumbler round 3. Wounded polar bear took down a 2-4-7 and 8-0 for the win. Danno
Warwickshire at WormhouldtDown to last DR. Got enough exit VP and had 9-1 w HMG sqd encircled but couldnt break him and rolled too high on 2:1 in CC. We played w German balance eliminating the second carrier which i think is necessary as the Brits just have to delay. Grumbler ‘25 nebel
Warwickshire at WormhouldtA tight game that went back and forth throughout. The Brits managed a controlled withdrawal the managed to force the Germans to rush off the board and try to hold onto one of the stone buildings. The Germans managed to get into the building and get to a 2-1 CC with a -1. Needed a 7 to win and rolled a 10. A great game to finish off The Grumbler Invitational Tournament. dmareske
Tirailleurs and Antiques Grumbler 2025 Round 3 match. First time playing Tom and we both enjoyed this scenario quite a bit. His excellent defense checked my flank attacks for the first two turns. But my 9-2 kill stack finally got some key breaks to open up the French MLR. On the left flank, my 8-1 got a successful hit on the CMG tank with an ATR. The hit knocked out the tank. Despite a strong defense, it began to domino on Turn 4 and at the end of the turn, the Germans had taken enough Wooden Building required for the immediate win. grumblejones
Police ActionTom and I completed our Blood and Jungle play through today. This was one of my least favorite playing of the entire series. Highlight, rubbling a building hex with the DC. SGT Mac
Victoire a la PyrrhusGame ended quickly after the Germans suffered a couple tanks lost and, assessing the disposition of the respective forces, determined it unlikely the attackers could prevail. Houlie
Ghost RidersI took the Soviet defenders in this winter East Front clash. Renato's right flank charge worked perfectly, and he took the "back" buildings from the two 436s I put in there, but his key move was covering the entry hex row for my T-34s with a 75* and a PzIV. Two of three 628s were hit and bailed out, denying me the force I needed to hold that last "clump" of buildings around yO6. It still came down to CC in the last turn - great game! dieneuner25
All Down the LineFriday Night Fight (VASL Log) Bongiovanni
Welcome Back Eduardordz
Twilight at BaerendorfThe Americans spread across the board to cover all avenues of approach, with a strong showing in the middle that could pivot/cover either side of the map. The Germans focused on the open fields, not wanting to risk the village with hidden bazookas, but sent a token force to pressure the Americans there to delay them changing positions.

The plan went well for the Germans as they managed to hold the Americans at bay in the middle while crushing the force in front of them. The American guns managed only a couple shots before one male’s and then both had their crews broken. One crew recovered to break their gun completely and the other was eliminated. The German AFVs moved with impunity to pressure the oncoming American AFVs, but then it all shifted. The Americans made numerous incredible long range infantry and AFV shots, wiping out a chunk of German infantry and two German AFVs. This tipped the points balance enough by turn 6 that the Germans could not win.
Turuk
Steel GardenPolish defended back with armor and delayed back with infantry to hold out. jgarlic79@gmail.com
Lesson Learned in Lessin2025 Grumbler round 1. Danno
Raid on Rodimtsev jgarlic79@gmail.com
Foreshadowing Silvertop2025 Grumbler round 2. Danno
Lesson Learned in LessinUpfront defense took 3 Russian tanks off the board in T1.
7-0 with ATR immobilized 2 JgdPz. and generally was impervious to all types of fire for 2.5 game turns. 9-2 led kill stack suppressed the German infantry - slowly the line broke and the Russians pushed into the 3 add'l buildings (plus the DI'd TD) to win
Grumbler'25
nebel
Ozarks and FrundsbergersNot as fun as it looked on paper. There is a lot of US firepower and I broke 3 squads of 7 in the first half turn. SS killed 4 HS moving up but did a lot of cowering and I was able to keep him from routing away to get the CVP back. Not much fun for defender in this one.
Grumbler '25
nebel
The Muzsla NooseThe Hungarians were able to take out several of the Russian AFVs (3 with PFs) which reflected some aggressive tank movement on the side of the Russians. This is a fun scenario with lots of options and Russians coming from all angles.
Played as part of Round One of the Grumbler Invitational Tournament.
dmareske
Yankee PrideMovement up and down hills in snow (with all the buildings) slowed the American advance. The US tried to eliminate the Germans from board 41, but that became difficult with some (possible over-commitment) of German forces. They switched their focus to board 60, but ran out of time.
Played as Round Two of the Grumbler Invitational Tournament
dmareske
Konrad ThreeRound 1 of the 2025 Grumbler Invitational Tournament. Paul's Germans swept down on both flanks to attack both bridge locations in parallel. The Russians would take it on the chin early on the right flank, but held a bit better on the left flank. A Panther would hit a mine and be knocked out. The Germans would struggle to get into CC with the Russians holding the bridge on the left. On the right, some Russians got in some licks, but the HMG was smoked in and contributed very little to the defense. The Russian ISU-122 and JS-122's would be bark than bite, but managed to knock out a MKIV and a King Tiger, before being destroyed themselves. Another Mine would immobilize the second MKIV. And the HIP 76L ARTY would get a point-blank rear shot on the Panzer MKIII Flame Tank and knock it out. Game came down to the final CC. The Germans were dominating until final one...my 5-2-7 managed to get Ambush and infiltrate out and within 3 hexes of the bridge for the win. Certainly, disappointing for Paul's Germans after such a great effort. But the Russians managed to get the win against all odds. grumblejones
Ozarks and FrundsbergersAs Nathan stated, it was a lot more fun looking than it turned out to be. Nathan's Americans hit my messy defense with a bunch of half-squads with armor following up. His Kill stack broke a 6-5-8 with an LMG right out of the gates and proved to be a very powerful force throughout the game. Shooting at half-squads was successful as I rolled back to back snakes...but this also caused me to cower...no Panzerfausts for me. Nathan's skillful combined arms attack had me yinning and yanging back and forth. I was just ever able to check the American assault. It was over quickly. Other folks also played it, but the Americans tended to have the edge. grumblejones
The Wells of BorgutEthiopians set up a trench-line near the west board edge. The Italians attacked from both flanks, two trucks on each flank. One Fiat survived to the end, overrunning the last AA gun. At the end every break was a lost unit for the Ethiopians for failure to route and the Italians reached the CVP victory condition by turn 5. It was surprising how much cover the hillocks, brush and candelabra trees provided. Guru Bob
Kangaroo Hop jgarlic79@gmail.com
All Down the LineFriday Night Fight

Jim set up fully forward, utilizing the dummies as a vehicle. I set up 6 squads, one of which was deployed, in the hedge enclosed field with the 9-2, 8-0, lmg and piat. The remaining 2 squads with lmgs and 9-1 went in 43X6 with them being reinforced down the S column. All my forces were to push aggressively, relying on their high morale and leaders to cycle them back quickly if needed. Steady progress was made but I made too many CC attacks which tied up my forces for long times, the worst being the initial cc on my turn 2 which failed to get ambush on a conscript squad in 42V1, only eliminating it in german turn 5 ccph. Enemy sniper activated twice one just DM'ing an already broken hs, the other however proved deadly. Initially it was a '2' sniper which found its way to a hex containing the 9-2, 8-0 and a hs, the 8-0 had rallied the 9-2 earlier which then rallied the hs. Random selection naturally selects both leaders, Jim selects the 9-2 which fails its wound check, rolls again to see if he can get a second sniper on the 8-0, it's a 1, the hs rolls boxcars on its' llmc for the 9-2, 5 exit points gone. My solitary sniper activation roll is a 1 and forces recall of the halftrack. Piat squad manoeuvres to takeout the whirlwind. Turn 5 luck runs out and two squads break within sight of the exit. SS hold on for the win. (VASL Log)
Paul Legg
Blood Amongst The PinesIn my opinion this is a difficult scenario for the Russian. Those Finnish Conscripts are a nut to hard to crack. The Night and the Deep Snow conditions don't help the soviets to make a quick progression, even with skies. Lluison
The Vindicators Danno
The VindicatorsItalians got the HMG onto the hill with the 9-2. My British couldn't hang with that dude. Additionally, the Sniper KIA'd my 9-1 and his two squads broke. By the end of Turn 3, the Italian 9-2 had swept the hill completely by killing 2 x 4-5-7's and the 2-2-8 with the mortar. My 9-1 was dead and the broken squads had not rallied. So only a single squad was holding the southeast corner. Meanwhile my west force was just getting into the village. So going into Turn 4, I gave the concession. I couldn't survive another 4 or 5 shot rate tear from a 9-2 with an HMG. grumblejones
Saurians at Suggerath Dispang12
Bridgehead Over The VentaA decisive PF phase on turn 3 enabled the Germans to infiltrate enough places, win the ensuing Close Combats and take the victory. dmareske
Heros ou Salopards?This scenario is really interesting with a complex finish. I have sent several trucks of infantry and my JgPz west to interfere with Allied reinforcements, which worked - especially since one of the T-34s rolled a 12 to restart. The halftracks got through though. I disembarked all the infantry and via careful advance managed to get most of the town with no losses (rolling a lot of 3s and 4s helped too). However, the Roadblocks were protected by infantry very well and I was not able to clear them. In my last turn I was able to break all the units protecting the remaining road exit by units which would not make it back onto trucks or tanks and drive out with my fleet intact. My opponent has overseen the VC that awards EVP also for vehicles and foregone a PSk shot on one of the PzJg; I had a stack of units ready to make a clearance attempt but after coming back to the game after a longer break forgot about the intent and fired part of the stack adjacent in DFPh (both would have been 5 VP so no harm done). Bifi
Defiance Before Hill 30Screwed up entry of US reinforcements so called it a draw. Rich Weiley
Commando SchenkeGermans popped smoke for days, and the Russians had some very bad early dice rolls. The Germans were able to make it to the 1X4 building with their forces intact and work their way through the building.
Phil's strong fall back defense and a impressive Commissar took it all the way to Russian Turn 6. But German Final Fire broke the remaining, encircled Russians in the upper levels and the game ended. (VASL Log)
ubertripp
Soumussalmi SandwichFinns had atrocious luck. Multiple hits from the ATR didn't destroy a truck. The Finns kept breaking and were then tied up in Melee which kept them away from the final truck. The last gasp assault pinned and the game would end with only three trucks destroyed and a Russian win. grumblejones
Soumussalmi Sandwich Danno
Flanking FlamethrowersRather than risk being picked off piecemeal, the Russians set up towards the rear, with no units at all on board 32 - not a bad idea as the Germans have to cross open ground before the can reach the road they have to cross. In response I concentrated all my forces on the northern side and advanced rapidly to the edge of the orchard. From there it became more difficult as my PZIII malf'ed its MA and my PzIV exhausted Smoke on its first shot. But I pressed forward anyway and managed to avoid serious losses, partly because the Russian HMG and ART Gun were positioned near the South edge (fining North), and found they had too many hindrances to be really effective. An intense battle developed around the northern woods when the Russian reinforcements appeared, but luck then swung in my favour: the Russians lost one flamethrower in CC, and another "flamed out" when it could have done serious damage. The Russians conceded on Turn 5 when it was clear their remaining forces were insufficient to hold the Germans.
This was a tense and very exciting game, and an excellent scenario that I would be happy to play again.
Andy_Bagley
First Day at FuchinRussians opted for a heavy NW approach, with only a token force in the middle. John was surprised by how stiff my resistance was here though, finding two PBs, my AA gun, and mines. This caused him to change course and take an even further northern approach on the other side of the road, to be joined by his Turn 2 reinforcements. I lost my HMG crew to the NOBA, but thankfully not the gun itself; it would be a hard-learned lesson to more carefully watch the movement and repositioning of my men. The next turn I lost my factory leader to a sniper, something I could ill-afford. The Russians lost a squad trying to cross the 49Y2-CC4 road. They were able to have 2.5 squads and a 9-1 get across, but one of the squads was broken and the 9-1 wounded. so mostly they bided their time and waited for their tanks to give them some cover. Turn 3 saw them blast my defense in that part of the board with more NOBA, to the tune of two dead squads, a broken crew, and a mortally wounded 9-1. His wounded 9-1 had bled out during RPh, and he lost another squad, but at this point I was wondering if he'd just be able to clean up the battlefield after wiping me completely off the map with his NOBA. My men on the eastern side of board 49 held firm, but again he just amassed a wall of tanks and this'd be the last turn I'd be able to hold him off. Turn 4 saw us trade HS, but both of my cupolas were quite easily dispatched by his T-34s, and thus another large part of my defense was gone. He grabbed his first two buildings, with many more to soon follow as my line of defense was getting paper thin. Turn 5 was costly for him, losing 2.5 squads to one HS for me, as he pushed me out of another building. My OBA continued to threaten him, but realistically I wasn't going to use it until the endgame with my low draw pile. Turn 6 saw equal carnage, with him losing 1.5 squads and a 7-0 to my 1.5 squads, but he could easily afford this type of trade. His NOBA moved on to its next batch of destruction, busting up my factory defense. Amazingly my HMG crew sitting naked on the roof was only striped, and he missed my radioman by a hair. Of more concern to him was his growing lack of time, as he had yet to cross the stream, an there were very few of his units even in position to do so. Turn 7 saw more Jap decimation, losing another precious leader (8-0) and 1.5 more squads. But my HMG crew survived yet another round of NOBA. This HMG had seen a lot this game, losing its original crew, breaking and repairing twice, and now the NOBA onslaught. It would prove invaluable in the endgame. No longer hindered by OBA, and maintaining ROF, it stopped cold the one Russian stack that had crossed the stream, and threatened to do the same to any other Russians silly enough to risk its wrath. With their assault on the northern board 22 building being stymied, and three other buildings virtually unassailable, they called it a day. We probably could've stretched this out to the very end, but I had aa lot of tricks yet up my sleeve that would've made a Russian all but impossible. So, like our previous playing of BFP69, the Russians came up just short in another exciting B&J Manchurian scenario. The Japs need to have guts of steel in this one though, because they WILL be steamrolled and have to remain steadfast when their PMC is continually tested. buser333
Kebur ZabagnaJust as the Ethiopians had blown a hole in the Eritrean defense, every shot from the flanks broke a squad and exiting seemed unlikely. Guru Bob
Swede RevengeVery amusing and quick scenario. The OBA, used in harrasing mode, neglected a quick progression of the finnish reinforcements, and the final Russian HW collapsed the swedish defense. Lluison
Priests at St. Cloud jgarlic79@gmail.com
Confusion ReignsI had a good time, but the Germans really have no chance on this one unless the American botch rolls. cscottk
No. 8 Platoon OverrunOBA from both sides were ineffective failures. German AFV's swarmed the center as infantry flanked both sides. British quit at end of Turn 4. Kydder
Hoppers and HardyInteresting puzzle. Game dominated by the German 9-2 MMG which got 4 KIA's on squads during 2.5 turns. The Stuka did the same getting 2 KIA and pinning a reinforcement squad.
Still it was fun and fairly close. Russian heavy damaged a glider which crashed and another glider clipped a rooftop.
nebel
Tasmanian DevilsPlaying as part of the CG. Japanese conceded on T6 a there was clearly too much for the Japanese tp do, and chances of reducing the VP gap was low. We move into the last scenario with a 5VP carry over for the Australians. comdotski
Buckley's Block Bongiovanni
Iron Coffins A15.4er
All the StopsWe forgot to bring on one German tank which would have made a difference. Even so, the Russians made good progress with some poor DRs. The creeping OBA actually hung around for 4 turns making it difficult for the Germans to fully withdraw into the village. dmareske
Gavin TakeSolo play. Very back to basics ASL - personally I found this to be much more fun than the original training scenario version.

As the Americans, I tried to use my morale, smoke and leaders to force my way forward. As the Germans, I tried to delay the Americans as much as possible whilst withdrawing back to the Creamery and the bridge.

Unfortunately for the Germans, they didn't quite hold out long enough, and the Americans managed to race squads across the bridge in turn 6, with the final three MG nests either broken or engaged in close combat.
Sampato
3rd RTR in the RainBrits won in final turn CCPh after alot of nail-biting action! Kydder
Swamp CatsFantastic scenario. Came down to game-ending CC for Russian win. Russian attack must be very methodical; Germans need a carefully crafted defense. The two Russian FBs really limit Axis mobility from turn 4+. 468s were difficult to break so most losses occurred from CC – and we know how unpredictable that can be. Could have gone either way. Great scenario and an even better opponent! Highly recommended! Houlie
Where The Reindeer Dare Not GoThe German defence had MGs in the pillboxes with one in the right rear and elevated and the other on the left edge middle at ground level. Both guns had LOS to the road. PSK was HIP near road. Russians attacked on a broad front; I think they should pick one half board. My German defence was gradually broken down. I conceded on turn 5 German. I liked the scenario. It was quite a change of pace from normal. mtrodgers99
The Golden MountainEthiopians almost resigned after a turn 1 human wave lost 2 KIA squads and several broken units. for one Italian half squad, But the artillery piece set-up beyond MMG normal range, plugged away each turn and reinforcements arrived and the Ethiopians slowly climbed the hill, surrounding the top by turn 5 or 6 for the win. Guru Bob
Buckley's BlockTook the attacking Japanese for this one. Rain turned heavy on turn one which greatly aided the assault. Eric had one of those games where a morale level of 8 counted for nothing against 2+1 fire attacks and this, combined with repeated failure by the USMC to roll 8 or less in close combat, spelt doom for the defence. Fun scenario that offers good chances for both sides. Just roll low! Dougban
Grenades, Knives, and FistsWe both made some errors in our play. Be sure to use SMK on four of the Russian tanks (I forgot) and know that the Finns ELR to green units which made it hard for them to get out of the stream on the last turn. The Russians were able to park an AFV just before the bridge holding a squad in CC until the end. dmareske
Taking Back Vital GroundSPOILERS

This scenario sees a rag tag, but well supported, American force trying to retake a series of crest lines from the CPVA.

The CPVA are a quite capable force of 437s and 337s with adequate leadership and SW.

The US vary from Katusa, to 667 and are supported by a battery of 105s in the valley (direct fire only), a HMG and 81mm (limited in movement) and a pair of MMGs.

Time is on the US side. 6.5 turns. The map features, as well as steep hills, many slopes. Both sides need to be careful lest the Chinese setup accidentally in view of the 105s or the American assaulters run afoul of a unseen los. The PDP areas do somewhat obscure the slopes.

Having played on this map many times the first thing I planned as the US was to move the mortar and HMG as far up the hill as possible. The snow and the steep hills make these moves slow. The MMGs setup on the far right and moved into the edge of the light woods to be able to see over the saddle between the VC areas, negating the hill side scrub. I left a couple of Katusa HS amongst the 105s as sniper bait.

I attacked along the right-hand side and immediately ran into the best supplied MMG in the Chinese army.

However, my opponent had setup some of his units in view of the 105s and area fire started to stripe and pin in place some of his defenders. My MMGs, being able to see over the hindrances, caused a few MCs. The CPVA were reverse sloped, and my assault force found defilade as his defenders moved out of line of fire of my guns and SW.

His sniper was placed well forward, so my chubby little Katusa HSs started a slow jog forward for the victory area on the left. My opponent moved the bulk of his force to the right of the map to counter my assault, needing to burn MP to move them down the back of the ridge to avoid my professionally placed MGs. At this time, my HMG got into position and assembled and threatened a FL across the saddle preventing oppo from reinforcing the left-hand side VC hexes with the forces he had just moved right, so my assault force ran to the left, linking up with the forever CXd Katusas.

My FL slowed his forces trying to get back to the left and I got a strong assault force into place for the central VC hex and 2x126 and a concealed 346 (which my oppo thought was a Katusa) in place to assault the left VC hex.
In the CPVA’s last turn my erstwhile got a stack into the centre VC hex and a concealed HS into the left hand hex. My assaulting force in the centre was reduced, by advancing fire and CC, to one concealed squad but the 105s stripped all of the important concealment on the CPVA.

In my last turn I just needed to win 2 CC. I won one and not the other. CPVA win.

My opponent used to be a real whiner over dice. He’s better now, but this is the first time I’ve heard him complain that his dice were too hot to touch. He mentioned that he diced me. Indeed, there were more KIAs and lucky assault fire shots and lucky CC rolls than expected, but I did manage a crit and did not malfunction any of my SW. So, despite him using my own precision dice against me, it was a close game.

The winter camo for the Chinese is key, as is the ability to see the slopes. Understanding slopes, steep hills and the effects of snow on elevation change is also crucial.

I’m in a continuing publicity campaign for the power of the IPM. In this scenario there was only one instance where the need for an independent movement TC really caused a problem for my opponent. Apart form that, IPM allowed him to move waves up and down steep hills in snow with ease. Another win for IPM.

I like the scenario; indeed, I love the whole TFF pack. This once again shows off the abilities and limitations of the CPVA. Their range is poor and they often, on defence, need to remain motionless and get shot. To counter this, they have W7.95, which, apart from the ability of units to leap from a building into a water obstacle, is my favourite ASL rule. The ability to grow concealment when in LOS is game changing. In TFF Steep hills or hill side scrub provides the concealment terrain, winter camo gives a +1 hindrance and even a bit of scrub give the second. At night even the scrub is not necessary.

Steep hills are also a very interesting ruleset. The main effect is the subtle change to units carrying equal to their IPC. This is not a problem in other areas of ASL unless CXing. Here it adds a difficulty to the movement of MMGs that is absent in other ASL. It’s clearly a first world problem as the CPVA don’t really have many 3PP SW.

Good scenario, options for the attacker, covered routes for the CPVA as long as they know and can identify the slopes. 8/10 recommend.
Ibncalb
High AmbitionAs the Americans I never really got started in this one (my High Ambition proved too high!). The Germans defended the bocage line South of the road, using skulking to maintain concealment and set up fire lanes with their MGs. I should probably have tried to use Smoke more, but numbers with the AFVs are low so it's far from guaranteed. As it was I only managed to get a foothold on the South side of the road by Turn 4, and hadn't even found the German INF Gun by then. Clearly too late for any chance of victory, so I concede at this point.
Even if the Americans get lucky with Smoke this seems a very tough scenario for them - a long way to go in only 5.5 turns.
Andy_Bagley
One Down, Two to GoThe Germans were able to break a flank of Russians and create a two-front attack, which allowed building location acquisition to not be a problem. Several Russian MGs broke which did not help the Allied cause. dmareske
Greyhounds! Dispang12
Gavin TakeRay and I had a blast with this reworked classic. Lots of swinging dice rolls. Highly recommended. SGT Mac
Autumn Approach asloser
Ultimate Treachery Bongiovanni
The Bitwoded GamblePredawn human wave out of the north wadi took 2 of the 3 buildings thanks to the LV. Took the 3rd building the next turn and waited for reinforcements to arrive, when the north hillock was surrounded and overwhelmed. Guru Bob

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50Andreas R691152
51davide galloni1421152
52Hennie van der Salm13331152
53Gary Fortenberry181152
54Scott Fischbein1071151
55Derek Ritter271151
56S. Slunt951150
57Michael Augustine201149
58L Mattila581149
59Rich Domovic701149
60Robert Wolkey191147
61Ron Duenskie181146
62César Moreno451144
63Tim Reade
391144
64Simon Staniforth
6851143
65Louis Langdeau711142
66Tony Fermendzin421142
67nathan wegener6941142
68Igor Luckyanov371141
69Raoul Duke1011138
70Chris Mazzei231136
71John O'Reilly171136
72Michal Sedlacko
2171135
73John Boyle381135
74Scott Hasson241135
75Gerard Burton1851133
76Xavier Vitry131133
77Mark McG241131
78Gerry Proudfoot241130
79Scott Romanowski311130
80Sean Mitchell261130
81Martin Vicca311130
82Andrew Young171127
83Tom Kearney5471127
84Rich Weiley
9031127
85Don Lazov921125
86Tom Weniger91125
87Steve Bowen441125
88Alessandro Demichelis351122
89Jeff Waldon6781118
90Jesus Pie1791117
91Miguel Guerrero91117
92Andy Hershey6171116
93JP Laurio2261114
94Jamie Roberts111114
95Martin Marquis691114
96Alex Koestler701114
97Jim Liang391113
98Enrico Catanzaro221113
99Jim Bishop
871111
100J. R. Tracy161111

Newest players - welcome!

UsernamePlayerRegistered
bpstalkerNotsure aboutit2025-09-06 18:27:59
rj_esq@yahoo.comRyan Hetzel2025-08-31 19:29:32
chasncintiChuck Love2025-08-29 15:29:31

On this day...

ScenarioLocationDate
AP08 A Bloody HarvestPabianice District, Poland1939
G40 Will To Fight...EradicatedPabiance, Poland1939
TW-A Zholudev's GuardsDzerhezinsky Tractor Works, Stalingrad, USSR 1942
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